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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Hyrule Magic Dungeon Editing... | | | |
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SePH Geldman Level: 33 Posts: 202/459 EXP: 219339 For next: 9840 Since: 06-23-04 From: Québec Caliss de libéraux Since last post: 6 days Last activity: 14 hours |
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When editing Zelda 3 using HM, I need to change the BG2 option in the top left corner to something else to make my dungeons have different patterns of light/dark rooms etc... Well each room have there own settings. I know then when you modify these options and save the hack, HM is acting evil and doesn't save changes at all. It can be changed in HEX. My question is, what are the bytes that you need to change in hex to make them work perfectly? Otherwise it makes dungeons very limited as you can't make normal rooms DARK, and dark rooms LIGHT.. Any help appreciated. | |||
d4s Panser Level: 29 Posts: 64/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
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$9A in wram is the cgadsub variable. just write #$00-#$ff to it and it gets set when the next nmi occurs. implement a routine that checks wich room is loaded and have a table of values for each rooms cgadsub value, simple as that. well, cgadsub isnt exactly brightness, but looks nicer than normal brightness changes if you have an additional transparent layer. (edited by d4s on 09-04-04 06:10 AM) |
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Garmichael Octoballoon Level: 21 Posts: 28/166 EXP: 47489 For next: 2454 Since: 06-27-04 From: Bremerton, Wa Since last post: 316 days Last activity: 113 days |
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I dont know if you read the question right. All i need to know is where the value for each dungeon room that chooses the BG2 type (Normal, Off, On Top, Transparent, etc), and then waht values equal normal, off, etc.. |
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DurfarC Beezo Level: 33 Posts: 2/483 EXP: 218551 For next: 10628 Since: 09-04-04 From: Norway Since last post: 20 days Last activity: 12 hours |
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I'm also having this problem. It's the same when I'm trying to edit the starting location's blocksets too (changing from brick walls to cave walls etc). | |||
Euclid Cheep-cheep Level: 23 Posts: 103/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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The BG2 can be changed, but in order to make it save, you have to click on the room headers button on the top, then press okay. (ie the "more" button up the top then press okay) Then save, then it'll work. | |||
DurfarC Beezo Level: 33 Posts: 7/483 EXP: 218551 For next: 10628 Since: 09-04-04 From: Norway Since last post: 20 days Last activity: 12 hours |
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Seems like it works | |||
Garmichael Octoballoon Level: 21 Posts: 30/166 EXP: 47489 For next: 2454 Since: 06-27-04 From: Bremerton, Wa Since last post: 316 days Last activity: 113 days |
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Originally posted by Euclid Kick ass!!! You the man, Euclid! EDIT: Okay, I've got a new question. Its about the X-Scroll bug. I read in Orimanchu's Faq the question you answered about it, but it doesnt make sense. It says that the X Scroll values are stored starting at 14F45. But i took a fresh rom that hasnt been edited and made a copy. I opened Rom 1 in HM, and changed Entrance 7 from room 241 to 242. Instantly, the X Scroll changed to 4294967040. I opened both roms in Hackman, and did a compare. The closest change to 14F45 was at 14F23 and 14F24. I restored those values in the edited rom via hex, and htere was no change in HM, so i doubt that has anything to do with it. Any ideas why im getting this? (edited by Garmichael on 09-04-04 05:19 PM) |
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Euclid Cheep-cheep Level: 23 Posts: 104/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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Xscroll. assuming you're changing entrance 7. the offset will be 14F45 + 7*2(bytes) = 14F53 At 14F53, play around with the values there to find out it's bit format (it's not the same for every entrance room number) and i found out it's this: xxxxxxxx xxxxxe-- (there's also the other format xxxxxxxx xxxxxxxx in little endian format, which WAS used for entrance room 241, thus you see 00 01 or something like that) e is some sort of enable bit. (else you get that funny number) the last 2 bits ain't used (will give some huge number), thus you get that funny number. and after playing around with it a few minutes, the proper value to go in there for room 242 entrance is 80 04 i know it's hard to understand, but the game reads in those values in a really funny manner. This is more like the "advanced" stuff which HM is really buggy on. |
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